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May 21, 2018
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Category: Design

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Posted by Sande Chen on 05/10/18 10:15:00 am in Design
The 3rd IGDA Game Design SIG AMA in conjunction with the National STEM Challenge focused on game writing and featured game development questions from mentors and students from around the United States.

Posted by Bryant Francis on 05/08/18 04:41:00 pm in Design
Shadow of the Tomb Raider wants to help players dive into Lara Croft's character, but its developers say it's not commentary. How do developers sell emotionally risky games to the world?

Posted by Vince Napoli on 05/08/18 03:58:00 am in Design
An in-depth look at how the Axe Recall mechanic was built in God of War.

Posted by Simon Carless on 05/06/18 10:48:00 pm in Design
This week's highlights include an attempt to archive key Flash games, a deeper look at Valve's upcoming Artifact, and a super-deep oral history of Panzer Dragoon Saga, among others.

Posted by Trent Polack on 05/03/18 11:41:00 am in Design
A step-by-step breakdown of my final scene composition iteration process for environmental lighting, effects, clouds, atmospherics, and volumetrics in Steel Hunters (in Unreal Engine 4).

Posted by John Harris on 04/30/18 06:17:00 pm in Design
Another excerpt from the VCS book, this one covers the early RPG Dragonstomper, which has some amazing features for 1982! Anyone interested in the early history of CRPGs needs to take a look at it.

Posted by Nathan Cheever on 04/30/18 06:17:00 pm in Design
The mission arc in Six Days in Fallujah went through several drafts. Here's a glimpse at threading the real life events into meaningful paced encounters.

Posted by Simon Carless on 04/29/18 10:40:00 pm in Design
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.

Posted by Jeremy Alessi on 04/27/18 09:17:00 am in Design
The Indiepocalypse happened. Now what do we do?

Posted by Nathan Cheever on 04/26/18 09:38:00 am in Design
Back in 2011, the Bowery district was alive and kicking. You will never find a more wretched hub of scum and villainy. This was one of the regions players would bounty hunt aliens in the cancelled sequel to Prey.